Now if you go with carriers the TEC have a fighting chance, the Sova will slow advent eco so that they have a good chance to win. Likewise, with the halcyon the advent will have a lot more DPS and easily attain air superiority. Also, the advent need not go 3 labs, they only need to go two. The TEC will have to build repair platforms to survive the quick advent tier zero spam at the very start, buying time for the sova to maximize its effectiveness at their HW. The player who wins is the one that can do the highest damage to the other fleet to get actual kills. He who can successfully retreat injured ships will probably become the winner.

The durability of the Seeker combined with the subpar Illuminator in the early game means that good Advent players will often build 20 or 30 or more Seekers to counter an enemy attack of long range frigates.

In the early-game, scout frigates are the most cost effective at countering enemy players' light raiding parties of siege frigates or Ogrovs.

This is a silly match-up...garda flak, carrier caps, and 2nd capital ship choices have been completely ignored...additionally, rushing military labs is a risky strategy unless you are a frontliner...being able to hold off on getting ice/volcanic colonization techs is generally not a luxury most map starts will grant...

And I really don't see where players are going to need to rush military labs first, but have the luxury to spam trade ports early on...

You can build 30 - 50 scouts with 2 frigate factories and laugh at lrm rushes. You might be able to tear the disciples up but its unlikely you will win if there's swarms of seekers around.

There is one disadvantage of seekers that is often overlooked..scout ships actually are really bad in attrition battles because of their construction time...while they are cheap, they are more difficult to replace time-wise...if time, and not resources, is your constraint, then scout ships are more difficult to hold the line with...

This is a silly match-up...garda flak, carrier caps, and 2nd capital ship choices have been completely ignored...additionally, rushing military labs is a risky strategy unless you are a frontliner...being able to hold off on getting ice/volcanic colonization techs is generally not a luxury most map starts will grant...

And I really don't see where players are going to need to rush military labs first, but have the luxury to spam trade ports early on...

Quoting RiddleKing, reply 8You can build 30 - 50 scouts with 2 frigate factories and laugh at lrm rushes. You might be able to tear the disciples up but its unlikely you will win if there's swarms of seekers around.

There is one disadvantage of seekers that is often overlooked..scout ships actually are really bad in attrition battles because of their construction time...while they are cheap, they are more difficult to replace time-wise...if time, and not resources, is your constraint, then scout ships are more difficult to hold the line with...

Lets be perfectly honest with seekers: I've seen you play in a replay and i don't see how you could use them...

Lets be perfectly honest-trade ports: they are easy to get if you can defend yourself while colonizing.

No one cares about starting with civics/harmony temples if there's a feeder*-Can you survive a rush by opening with 2 civics without repair platforms? In the long run i'll get those trade-ports and be able to defend myself at the same time.

I have so much disrespect for you that i could open with 2 revelations and disable your sova's half the time and concentrate my fire on your lrm. I'm sorry but i feel i'd still out number your fleet and win.

I have so much disrespect for you that i could open with 2 revelations and disable your sova's half the time and concentrate my fire on your lrm. I'm sorry but i feel i'd still out number your fleet and win.